Scripting/Mapper questions

Continuum

Vault Fossil
Is there a possibility to add and script critter(s) that:

- can't attack, but can be killed,
- has only one direction (Gizmo like critter), but may be killed from all*,
- has only gun animations (no AA and no HC/HD) + the rest of necessary FRMs - death(s) and AO/AP/BA/BP/BO/BP/CJ/CH.

*of course it can done by adding the same animations for the rest of directions, but I don't want to waste a time for adjusting Frame Offset and testing...

Thanks in advance.
 
The first question... yes it can be done.

But the second question... I do not understand man... Raul doesnt understands...

Hehehehehe...

Its like the critter can only be seen in one direction? if thats it... as I know... nope.

And the third question... yeah ! Depends the critter you'll gonna make, use.

But thats strange... Well I guess...
 
General Felipe said:
Its like the critter can only be seen in one direction? if thats it... as I know... nope..
But Gizmo is somehow visible from one direction only (and has only one direction FRMs)... But also he is placed in quite unique way on the map and you can't go behind his table and kill him and that means: he can't shoot from that direction(s)...

Anyway, thanks for the answers.
 
How BH/BK/BJ/BN death animations are scripted, since the same is used for all human critters? Can I use my own or they're hardcoded?

Thanks in advance.



-----------------------EDIT

Also, can I make a normal .frm (six directions) instead of .fr0, .fr1, .fr2, .fr3, .fr4 and .fr5?
 
Continuum said:
Is there a possibility to add and script critter(s) that:
- has only one direction (Gizmo like critter), but may be killed from all*,
Engine is automatically detecting one direction only and it seems that doesn't have any problems with such critter.

Continuum said:
Also, can I make a normal .frm (six directions) instead of .fr0, .fr1, .fr2, .fr3, .fr4 and .fr5?
Yes, I can make.

Anyway, another questions...

Does anyone know what are differences between Quadruped, Robotic and Biped in Body Type other than:

- in case of Biped (all human critters) engine is using BN + BJ (there are 3 types of them: for male/female, child and Super Mutants) combination for death by burn and I can't use my custom one,
- in case of Robotic (robots?) and Quadruped (animals?) engine is using my custom BE (burn) animation.
 
Is there some kind of limit how big the single map can be without causing any problems in engine (because it's retarded engine) or you can build without any limitations. For example 30000x30000 pixels or 100000000x100000000 tiles? :crazy:
 
As far as I know, the map can be as big as you can scroll in the mapper without any scrollblockers active. I wouldn't use more than that because this maybe could cause some troubles (it is possible to make bigger maps with Dims Mapper as example, because there you don't have the scroll barrier, when I remember correctly - but even then, when you play the map in Fallout, you also should have the scroll barrier again, that needs to be disabled first).
 
Lexx said:
but even then, when you play the map in Fallout, you also should have the scroll barrier again, that needs to be disabled first).

How can I turn the scroll barrier off? Thanks.
 
I don't know. Maybe hexediting the Fallout2.exe or something like that. Also the maps can not be endless big - download Dims Mapper and open a Fallout 2 map. Then you see what I mean.
 
Here's an overview of situation (for testing/adjusting I used existing DESERT1.map):

Left:



Right:




Will areas marked in red going to be visible/walkable?
 
I don't know if your higher resolution will have an effect on it, but generally I would say yes, because the desert maps are not the maximum size. Go to Tools and click on "Toggle Block Obj View" then delet the visible scrollblockers. After that test with F8 and move your view or save and test in real game and not in mapper.



And btw. the art looks great again. :D
 
I didn't know about possibility of testing (playing?) directly in Mapper (and about some hidden scroll blockers)! :o But from other hand I'm doing graphics only... :P

Anyway, it's working fine. I can walk there (I also tested it in game with default resolution). Thanks for the help, Lexx.
 
Lexx said:
I don't know. Maybe hexediting the Fallout2.exe or something like that. Also the maps can not be endless big - download Dims Mapper and open a Fallout 2 map. Then you see what I mean.

Thanks for the answer.
 
Any idea how to delete a blocking hex? For example: I blocked something by accident and I want to remove that hex. Delete thing isn't working with it.
 
If you select "Toggle block object view" under Tools then you can move/delete them.
 
Is there a possibility to use scroll blockers in this way?

6767676.gif


This is for EW, the same goes for NS.


---------------------------------EDIT

Imagine placing them just above default walls...
 
brother_soifran said:
I 'm enable to see your pic...
Maybe because it's a thumbmail or a spoile :)
Because I added a little script to my previous post:

Code:
IF брат_Soifran_is_viewing_this_image THEN 
	hide_image
ELSE 
	show_image
END

My teh haxzors skillz are incredible, aren't they?


brother_soifran said:
Without laughing, I don't see anything...
I'm able to see the image. I tell you: it's because of that script... or maybe imageshack doesn't like you? Who knows...
 
Back
Top